125 lines
4.0 KiB
C#
125 lines
4.0 KiB
C#
using System.Collections.Generic;
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using Cielonos.MainGame.Characters;
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using UnityEngine;
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namespace Cielonos.MainGame
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{
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public partial class AttackAreaBase
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{
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public partial class HitSubmodule : AttackAreaSubmoduleBase
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{
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public int originalHitCount;
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public int currentHitIndex;
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public float hitInterval;
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private float currentIntervalTime;
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public List<GameObject> checkedObjects;
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public bool isOverridingHitEffect;
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public GameObject hitVFXPrefab;
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public bool isAutoPlayHitSound;
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public List<uint> hitSoundList;
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public HitSubmodule(AttackAreaBase attackArea) : base(attackArea)
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{
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InitializeAsOnceHit();
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CommonInitialize();
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}
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public HitSubmodule(AttackAreaBase attackArea, float hitInterval = -1, int hitCount = -1) : base(attackArea)
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{
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InitializeAsMultipleHit(hitInterval, hitCount);
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CommonInitialize();
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}
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private void InitializeAsOnceHit()
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{
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this.originalHitCount = 1;
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this.currentHitIndex = 0;
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this.hitInterval = -1;
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this.currentIntervalTime = 0;
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}
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private void InitializeAsMultipleHit(float hitInterval, int hitCount)
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{
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this.originalHitCount = hitCount;
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this.currentHitIndex = 0;
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this.hitInterval = hitInterval;
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this.currentIntervalTime = 0;
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}
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private void CommonInitialize()
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{
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isAutoPlayHitSound = true;
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checkedObjects = new List<GameObject>();
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hitSoundList = new List<uint>();
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}
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}
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public partial class HitSubmodule
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{
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public GameObject SpawnHitVFX(CharacterBase creator, Vector3 position, Vector3 direction = default)
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{
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if (isOverridingHitEffect) return null;
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if (hitVFXPrefab != null)
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{
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direction = direction == default ? direction : Vector3.up;
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GameObject hitEffect = VFXObject.Spawn(hitVFXPrefab, creator, position, Quaternion.LookRotation(direction),
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timePolicy: owner.timePolicy);
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return hitEffect;
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}
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return null;
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}
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public HitSubmodule AddHitSound(uint soundID, AK.Wwise.Event soundEvent = null)
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{
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hitSoundList.Add(soundID);
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return this;
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}
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}
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public partial class HitSubmodule
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{
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public void Update()
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{
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if (!isEnabling || currentHitIndex >= originalHitCount || attackArea.timeSm.delayTime > 0)
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{
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return;
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}
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if (hitInterval < 0) return;
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currentIntervalTime += attackArea.DeltaTime;
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if (currentIntervalTime >= hitInterval)
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{
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checkedObjects.Clear();
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if (attackArea.attackSm != null)
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{
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//attackArea.attackSm.modifiedAttackValue = attackArea.attackSm.originalAttackValue;
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}
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currentIntervalTime -= hitInterval;
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currentHitIndex++;
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}
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if (currentHitIndex >= originalHitCount)
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{
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attackArea.isEnabling = false;
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}
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}
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public void AddCheckedObject(GameObject obj)
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{
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checkedObjects.Add(obj);
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}
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public void InvokeAllHitEvents(CharacterBase target, Vector3 hitPosition)
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{
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attackArea.eventSm?.InvokeHitEvents(target, hitPosition, currentHitIndex, attackArea.canTriggerHitEvent);
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}
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}
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}
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}
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